/Engine/Plugins/Animation/AnimationWarping/Source/Runtime/Public/BoneControllers/AnimNode_StrideWarping.h
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(BlueprintInternalUseOnly) struct FAnimNode_StrideWarping : public [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase)
bool
bClampIKUsingFKLimits
Clamps the IK foot warping to prevent over-extension relative to the overall FK leg.
bool
bCompensateIKUsingFKThighRotation
Include warping adjustment to the FK thigh bones alongside the IK/FK foot definitions This is used to help preserve the original overall leg shape
bool
bDebugDrawIKFootAdjustment
Enable/Disable IK foot location debug drawing following initial foot adjustment.
bool
bDebugDrawIKFootFinal
Enable/Disable IK foot location debug drawing following all adsjustments (Final warped result)
bool
bDebugDrawIKFootOrigin
Enable/Disable IK foot location debug drawing prior to warping.
bool
bDebugDrawPelvisAdjustment
Enable/Disable pelvis debug drawing following adjustment.
bool
bDebugDrawThighAdjustment
Enable/Disable thigh debug drawing following adjustment.
bool
bEnableDebugDraw
Enable/Disable stride warping debug drawing.
bool
bOrientStrideDirectionUsingFloorNormal
Orients the specified (Manual) or computed (Graph) stride direction by the floor normal.
float
DebugDrawScale
Scale all debug drawing visualization by a factor.
FWarpingVectorV...
FloorNormalDirection
Floor normal direction, this value will internally convert into a corresponding Component-space representation prior to warping Default: World Space, Up Vector: <0,0,1>
TArray<FStride...
FootDefinitions
Foot definitions specifying the IK, FK, and Thigh bone.
FWarpingVectorV...
GravityDirection
Gravity direction, this value will internally convert into a corresponding Component-space representation prior to warping Default: World Space, Down Vector: <0,0,-1>
FBoneReference
IKFootRootBone
IK Foot Root Bone definition.
float
LocomotionSpeed
Locomotion speed, specifying the current speed of the character This will be used in the following equation for computing the stride scale: [StrideScale = (LocomotionSpeed / RootMotionSpeed)] Note: This speed should be relative to the delta time of the animation graph
float
MinRootMotionSpeedThreshold
Minimum root motion speed required to apply stride warping This is useful to prevent unnatural strides when the animation has a portion with no root motion (i.e starts/stops) When this value is greater than 0, it's recommended to enable interpolation in StrideScaleModifier
EWarpingEvaluat...
Mode
Stride warping evaluation mode (Graph or Manual)
FBoneReference
PelvisBone
Pevlis Bone definition.
FIKFootPelvisPu...
PelvisIKFootSolver
Solver for controlling how much the pelvis is "pulled down" towards the IK/FK foot definitions during leg limb extension.
FVector
StrideDirection
float
StrideScale
Stride scale, specifying the amount of warping applied to the foot definitions Example: A value of 0.5 will decrease the effective leg stride by half, while a value of 2.0 will double it
FInputClampCons...
StrideScaleModifier
Modifies the final stride scale value by optionally clamping and/or interpolating.